Harry Davis
I can't promisse anything.

A 8-Victory Novice Contractor played by therustyy257 in The Illumination

Harry Davis is a Private investigator who will risk his life to conquer death and entropy.

He is 63 years old, and often appears as 5'11 caucasian male with a scruffy greying beard , tired grey eyes, and a cigarette firmly lodged in his mouth at most times, wearing a cream trenchcoat and a wide brimmed hat with heavy boots.

Harry Davis lives in The Illumination, a setting where videos of the supernatural go viral every day.

His journal, H.D., has 3 entries.

Attributes

Brawn

3

Charisma

1

Dexterity

4

Intellect

4

Perception

6

Abilities

3 Alertness

1 Animals

3 Athletics

1 Brawl

0 Crafts

0 Culture

1 Drive

3 Firearms

0 Influence

4 Investigation

1 Legerdemain

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

3 Stealth

0 Survival

0 Technology

1 Information gathering

(Tap for Combat reference)
Initiative: 0 dice
Movement: 0 feet
Dash: 0 feet
Perception + Alertness: 0 dice

Injuries

(Harry Davis is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Scarring and chronic pain (Body rolls 1 diff higher)
  • Body 7

    Penalty

    6 Mind

    Bruised
    0
    Hurt
    -1
    Rattled
    Injured
    -1
    Worried
    Wounded
    -2
    Alarmed
    Mauled
    -3
    Frantic
    Maimed
    -4
    Delirious
    X_X

    Limits

    Capture
    Near-Death Experience
    Failure

    Traumas

  • Chiroptophobia
  • Automatonophobia - Fearful and paranoid whenever around mannequins
  • Emerald eyes - roll trauma each time you make a promise

  • Hunch


    Assets And Liabilities

    Assets
    +1 Status: Your social interactions with people in your selected field will be positively affected by your Status, and the GM will role-play NPCs to reflect this.
    Field: Detective work
    +3 Wealthy: You have access to $100,000 (or equivalent currency) per Game.
    +2 Concentration: Any Mind Penalty you have is reduced by 2.
    +2 Clear Conscience: You have +2 dice on all Trauma rolls.
    +1 Avoidance: Requires a Charisma rating of 1. You may Exert your Mind to cause someone to ignore or avoid you in a social situation. This grants +2 Outcome instead of +1 when used with stealth rolls.
    +2 Alias: Your alias holds up under the highest scrutiny. Replacing a compromised Alias takes three downtimes.
    Name: MIke Du Bois
    +3 Trained Reflexes: +2 dice to all Initiative rolls.
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
    Sharpened Sense: Hearing
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
    Sharpened Sense: Smell
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
    Sharpened Sense: Eyesight
    +2 Tough: Dice penalties from pain are reduced by 2.
    +2 Light Sleeper: You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
    Liabilities
    -1 Uncanny Echoes: Must be consistent with your Character Concept
    Echo: Strong stench of cigarette smoke
    -2 Notoriety: There is a strong hatred of you in English speaking cultures, and anyone who watches the news or is tuned in to popular culture will reflect that attitude. You get -3 dice for any rolls in social situations, and must roleplay your notorious status when relevant.
    Reason: Went on trial for a tripple homocide, was let go as the judge ruled self defence.
    -2 Vengeful: You may exert your Mind in order to curb your impulse for revenge, but otherwise you must respond in kind to any action taken against you. This does not have to be disproportionate, and does not apply to extremely trivial slights (unless of course you want it to).

    Conditions

    Conditions are GM-assigned status effects.

    Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and Playgroup leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained. For example, lycanthropy may be contagious in one Playgroup, but not another.

    Circumstances

    Circumstances describe your Contractor's situation in various Playgroups.

    Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.

    Legacy Powers


    Equipment

    Max Encumbrance: 0 pounds.

    Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

    On Person

    • Hat
    • Waterproof trench coat
    • Kevlar (2 armor)
    • Clothes
    • Leather gloves
    • Armpit holsters
    • Smith & Wesson .38
    • Walther ppk suppressed (.22lr subsonic)
    • (4) Loaded 6 shot speed-loader .38
    • (2) Loaded 6 shot speed-loader .38 AP
    • (4) Extra .22lr subsonic 7 shot mag
    • Engraved switchblade
    • Wallet (30000$ in cash)
    • Smartphone
    • Lighter
    • (4) Malboro cigarette pack
    • Concealed carry permit
    • P.I. badge and paperwork (Mike Du Bois)
    • Mike Du Bois ID & driver's license
    • Mechanical wrist watch
    • A metal necklace with a locket

    In Satchel/Trench coat

    • Journal and pen
    • Grappling hook
    • (50ft) Steel reinforced rope
    • (5) Plastic handcuffs
    • Multi-tool
    • Set of lockpicks
    • Medpack
    • Polaroid photo camera
    • Waterproof maglite
    • Stainless steel liquor flask
    • (7)24 hour MRE
    • Blood transfusion kit
    • Gas mask with 4 filters
    • Winter clothes
    • Spare set of clothes (turtleneck, black suit jacket, black suit pants)
    • Survival knife
    • 20 .22lr silver bullets
    • 20 .38 silver bullets
    • Silver switchblade
    • Large sheets of Aluminium
    (Click to toggle Weapons reference)

    Trophies

    Trophies are special objects and equipment.

    Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Power system. Trophies are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained.



    Contractor Timeline

    8 Victories - 1 Failure
    Remaining: 7 Exp. (Earned: 236 - Spent: 229)
    An itemized record of every Contract, Gift, Improvement, and Experience changes

    Biography

    From Oregon Portland Moved to California with a shed in Barstow Moved to Massachusetts Crazy blood magic shit

    Journal: H.D.

    Latest 1 of 3 entries

    Lonely night

    Yet another cold, lonely night wraps its spindly frozen fingers possessivley around the streets of Portland in a vain attempt to sedate them to the chaotic if perhaps meditative melody of countless tiny droplets crashing against the rough paved streets underfoot.

    The city doesn't slumber however, the dirty yellow light of the flickering street lamps and the soft glow of pink and purple neon signs reveal shady figures slinking in and out of dark alleys that seem to stretch out into a dark nothingness and beyond while others go about ther business seemingly unperturbed by the perpetual rainfall outside.

    Above the street level, faintly backlit by a cold artificial light is a silhouette of a man, his posture slouched, his left hand wrapped around a stainless steel flask, idly moving back and forth causing the liquid within to lightly splash quietly, barely audible over the tapping of rain and the sound of whaling police sirens off in the distance, while his right hand is lazily jutting something down in a small leather bound journal.

    The air smells strongly of petrichor mixed with an incessant smell of cigarette smoke.

    The streetlamps and neon signs spill just enough light onto the pages of the journal laying in the mans lap to make it readable -

     

    Trench coat thief - a naive spear wielding child who thinks himself a hero, the same one who stole my coat a couple months back... though it was covered in blood and shit at that point anyway.

     

    Middle school dropout - a white haired child with a concerning obsession with bags and a propensity for begging... and blazers.

     

    Metal slug - more of a snake actually, with anger management issues.

     

    Sword guy...? - some arab guy with an oversized sword and an apparent aversion to speaking.

     

    A heavy sigh rips through the night and a tough gravely voice proceeds to mumble in a disappointed tone bordering on shame

    "...Losing to a fucking child..."

    the sentence lingers in the air for a second before the man raises the flask to his mouth and takes a swig before speaking again

    "Way to go Harry..."

    The light behind the mans back flickers out, blending his silhouette into the surrounding darkness.